Commit Graph

74545 Commits

Author SHA1 Message Date
Jason Ekstrand
fe247bbe92 nir: Stop double-printing function arguments 2016-04-04 12:10:20 -07:00
Jason Ekstrand
cb317b8d07 glsl: Stop force-enabling compute shaders
This isn't needed since we no longer use the GLSL compiler in Vulkan.
2016-04-04 12:09:12 -07:00
Jason Ekstrand
4d040a4ad3 glsl/standalone: Get rid of the unneeded _mesa_error_no_memory stub
This hasn't been needed since we stopped using the GLSL compiler in the
Vulkan driver and it was tripping up scons.  Removing it fixes the scons
build.
2016-04-04 12:07:51 -07:00
Kenneth Graunke
65fbc43d54 i965: Add an INTEL_PRECISE_TRIG=1 option to fix SIN/COS output range.
The SIN and COS instructions on Intel hardware can produce values
slightly outside of the [-1.0, 1.0] range for a small set of values.
Obviously, this can break everyone's expectations about trig functions.

According to an internal presentation, the COS instruction can produce
a value up to 1.000027 for inputs in the range (0.08296, 0.09888).  One
suggested workaround is to multiply by 0.99997, scaling down the
amplitude slightly.  Apparently this also minimizes the error function,
reducing the maximum error from 0.00006 to about 0.00003.

When enabled, fixes 16 dEQP precision tests

   dEQP-GLES31.functional.shaders.builtin_functions.precision.
   {cos,sin}.{highp,mediump}_compute.{scalar,vec2,vec4,vec4}.

at the cost of making every sin and cos call more expensive (about
twice the number of cycles on recent hardware).  Enabling this
option has been shown to reduce GPUTest Volplosion performance by
about 10%.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-04-04 11:35:16 -07:00
Jason Ekstrand
8c8157bf6f Remove more spirv2nir remnants 2016-04-04 11:24:48 -07:00
Kenneth Graunke
3aa51e02d6 i965: Allow 8x MSAA on >= 64bpp formats on Gen8+.
See commit 3b0279a69 - this restriction is documented in the "Surface
Format" field of RENDER_SURFACE_STATE.

Looking at newer documentation, this restriction appears to exist on
Haswell, but no longer applies on Gen8+.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ben Widawsky <ben@bwidawsk.net>
2016-04-04 10:41:29 -07:00
Dave Airlie
f9b8b48bed mesa/get: fix MAX_GEOMETRY_SHADER_STORAGE_BLOCKS
this was returning the fragment shader value.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2016-04-04 10:52:25 +01:00
Ilia Mirkin
4bc3b1ca48 nvc0: add hardware ETC2 and ASTC support on GK20A and GM107+
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
2016-04-04 00:32:48 -04:00
Ilia Mirkin
d76e1cd2dd mesa: expose EXT_base_instance in ES3 contexts
This extension is identical to ARB_base_instance. Reuse the same
entrypoints.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-04-03 20:40:55 -04:00
Ilia Mirkin
807e2c27ac mesa: expose EXT_polygon_offset_clamp in ES contexts
The extension spec was extended to also support ES. This functionality
is provided all the way back to ES 1.0.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-04-03 20:40:55 -04:00
Kenneth Graunke
40628886ca glsl: Print "precise" on ir_variable nodes.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
2016-04-03 17:33:38 -07:00
Jose Fonseca
7ad49daca6 gallivm: Introduce lp_format_intrinsic.
For adding .v4f32 like suffixes to intrinsics, taking special care for
scalar case, which was being often neglected.

This fixes invalid IR when doing mipmap filtering on SSE2 (the only
case where we'd use intrinsics with scalars.)

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2016-04-04 00:06:09 +01:00
Ilia Mirkin
7af12a8dc6 glsl: make *sampler2DMSArray available in ESSL 3.20
Also avoid double-adding the *sampler2DMS types when the array ext is
enabled.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-04-03 18:06:52 -04:00
Ilia Mirkin
aebb0e0186 glsl: make ssbo predicate return true when in a GLSL 430 or ESSL 310 shader
I can't tell whether this actually matters, but we're creating function
signatures with this predicate, so it should probably match when SSBO's
are available.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-04-03 18:06:49 -04:00
Ilia Mirkin
87906cbc37 glsl: allow conservative depth qualifiers in GLSL 420
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-04-03 18:06:35 -04:00
Ilia Mirkin
d50ffb5e46 mesa: add always-false-for-now enables for GL 4.3, 4.4, 4.5.
As the relevant extensions get implemented, the lines should be
uncommented. I believe this is (almost) everything needed for those GL
versions though.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-04-03 18:01:15 -04:00
Ilia Mirkin
9abbc49712 glsl: add ARB_ES3_1_compatibility support
Oddly a bunch of the features it adds are actually from ESSL 3.20. But
the spec is quite clear, oh well.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-04-03 18:01:15 -04:00
Ilia Mirkin
1708e24f65 mesa: add ES3_1_compatibility extension enable
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-04-03 18:01:15 -04:00
Jose Fonseca
a293f57e13 gallivm: Use llvm.fabs.
Exactly the same code.

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2016-04-03 22:09:09 +01:00
Jose Fonseca
e4f01da15d gallivm: Prefer backend agnostic intrinsic for rounding.
We could unconditionally use these instrinsics, but performance with SSE2
would suck, as LLVM falls back to calling libm.

lp_test_arit.

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2016-04-03 22:09:07 +01:00
Jose Fonseca
324451e73f gallivm: Add debug option to force SSE2.
For simulating less capable machines.

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2016-04-03 22:08:57 +01:00
Jose Fonseca
5fa31a4aba llvmpipe: Test abs.
Trivial.
2016-04-03 11:17:20 +01:00
Jose Fonseca
522ebe701d llvmpipe: Build lp_test_arit on MSVC too.
It builds fine now.  Probably due to C99 support.

Trivial.
2016-04-03 11:17:20 +01:00
Jose Fonseca
b284f1f7f9 gallivm: Fix performance regressions due to vector selects.
LLVM often can't determine the mask elements are all ones/zeros, and
there doesn't seem to be a good way to hint that.

Thanks to Roland Scheidegger for spotting and analyzing the issue.

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2016-04-03 09:51:27 +01:00
Jose Fonseca
11c4e5b45c gallivm: Remove lp_build_load_volatile.
No longer needed.

Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2016-04-03 09:51:27 +01:00
Jose Fonseca
bcfb86b09d gallivm: Use standard LLVMSetAlignment from LLVM 3.4 onwards.
Only provide a fallback for LLVM 3.3.

One less dependency on LLVM C++ interface.

Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2016-04-03 09:51:27 +01:00
Timothy Arceri
6d54096fa6 mesa: remove unrequired else
The if always returns so no need for an else.

Reviewed-by: Brian Paul <brianp@vmware.com>
2016-04-03 09:55:19 +10:00
Ilia Mirkin
d64134ecae gm107/ir: add OP_SELP emission, used in DSQRT lowering
The current DSQRT lowering code emits an OP_SELP, so we have to handle
its emission. This will eventually go away, but no harm supporting this
op.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
2016-04-02 19:27:51 -04:00
Ilia Mirkin
3610b1466d nv50/ir: we can't load local memory directly into an output
This fixes piglit tests like

tests/spec/glsl-1.10/execution/variable-indexing/vs-output-array-float-index-wr.shader_test

and related ones.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "11.1 11.2" <mesa-stable@lists.freedesktop.org>
2016-04-02 18:10:20 -04:00
Samuel Pitoiset
0852c5703b nv50/ir: fix envyas variants when building the code lib
nvc0 and nve4 have been respectively replaced by gf100 and gk104.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2016-04-02 20:00:57 +02:00
Brian Paul
36d8fed798 svga: remove unused svga_compile_key::texture_msaa field
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2016-04-02 08:05:20 -06:00
Brian Paul
b283c76342 svga: check TXF instruction's target to determine MSAA
Rather than the currently bound texture.  This goes along with the
earlier patch to get away from examining bound textures and sampler
views during shader translation.

Fixes VMware bug 1632739.

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2016-04-02 08:05:20 -06:00
Brian Paul
ef10b5427a tgsi: add simple tgsi_is_msaa_target() helper
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2016-04-02 08:05:20 -06:00
Timothy Arceri
070e5a7405 glsl: rename var and simplify if
is_ubo_var is true for both UBOs and SSBOs

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-02 17:10:56 +11:00
Timothy Arceri
0fbd073dc2 glsl: store ubo or ssbo index in block index
Previously we store the buffer block index i.e the index of a combined
ubo/ssbo list.

Fixes several dEQP-GLES31.functional tests:
- program_interface_query.uniform.block_index.block_array
- program_interface_query.uniform.block_index.named_block
- program_interface_query.uniform.block_index.unnamed_block
- program_interface_query.uniform.random.10
- program_interface_query.uniform.random.15
- program_interface_query.uniform.random.22
- program_interface_query.uniform.random.24
- program_interface_query.uniform.random.26
- program_interface_query.uniform.random.28
- program_interface_query.uniform.random.3
- program_interface_query.uniform.random.31
- program_interface_query.uniform.random.38
- program_interface_query.uniform.random.5

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94116
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-02 17:10:56 +11:00
Timothy Arceri
1265e1c4e1 glsl: store stage reference in gl_uniform_block
This allows us to simplify the code and drop InterfaceBlockStageIndex
which is a per stage array of integers the size of all blocks in the
program combined including duplicates across stages. Adding a stage
ref per block will use less memory.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-02 17:10:56 +11:00
Timothy Arceri
d8855d66f4 glsl: simplify buffer block resource limit checking
This changes the code to use the buffer counts stored for each stage
rather than counting from scratch. It also moves the checks outside
of the for loop which means we now just get a single link error
message if we go over the max rather than X error messages where X
is the number we have exceeded the max by.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-02 17:10:56 +11:00
Timothy Arceri
0082b33a78 glsl: simplify SSBO resources check
We already have a count of active SSBOs per stage so use it.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-02 17:10:56 +11:00
Timothy Arceri
3e74bf5b9d glsl: split buffer block arrays earlier
This will allow us to use them when checking resources in a
following patch and clean up a bunch of code.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-02 17:10:56 +11:00
Timothy Arceri
0163881528 glsl: only set buffer block binding once during initialisation
Since 8683d54d2b there is now a single instance of the buffer
block information that needs to be updated rather than one instance
for each stage.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-02 17:10:56 +11:00
Kenneth Graunke
94ed482c19 glsl: Fix prorgram interface query locations biasing for SSO.
With SSO, the GL_PROGRAM_INPUT and GL_PROGRAM_OUTPUT interfaces refer to
the first and last shader stage linked into a program.  This may not be
the vertex and fragment shader stages.

So, subtracting VERT_ATTRIB_GENERIC0 and FRAG_RESULT_DATA0 is bogus.
We need to subtract VERT_ATTRIB_GENERIC0 for VS inputs,
FRAG_RESULT_DATA0 for FS outputs, and VARYING_SLOT_VAR0 for other cases.

Note that built-in variables get a location of -1.

Fixes 4 dEQP-GLES31.functional.program_interface_query tests:
- program_input.location.separable_fragment.var_explicit_location
- program_input.location.separable_fragment.var_array_explicit_location
- program_output.location.separable_vertex.var_array_explicit_location
- program_output.location.separable_vertex.var_array_explicit_location

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 22:05:20 -07:00
Kenneth Graunke
c123294dfe glsl: Return -1 for program interface query locations in many cases.
We were recording locations for all variables, even ones without an
explicit location set.  Implement the rules from the spec, and record
-1 in the resource list accordngly.  Make program_resource_location
stop doing math on negative values.  Remove hacks that are no longer
necessary now that we've stopped doing that.

Fixes 4 dEQP-GLES31.functional.program_interface_query tests:
- program_input.location.separable_fragment.var
- program_input.location.separable_fragment.var_array
- program_output.location.separable_vertex.var_array
- program_output.location.separable_vertex.var_array

v2: Delete more code

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 22:05:20 -07:00
Kenneth Graunke
9fe211bec4 glsl: Consolidate gl_VertexIDMESA -> gl_VertexID query hacks.
A program will either have gl_VertexID or gl_VertexIDMESA (the lowered
zero-based version), not both.  Just spoof it in the resource list so
the hacks are done in a single place.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 22:05:20 -07:00
Kenneth Graunke
013f25c3b3 glsl: Clean up some leftover cruft.
stages is always 1 << stage now.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 22:05:20 -07:00
Kenneth Graunke
98c22c0403 glsl: Add all system variables to the input resource list.
System values are just built-in input variables that we've opted to
special-case out of convenience.  We need to consider all inputs,
regardless of how we've classified them.

Unfortunately, there's one exception: we shouldn't add gl_BaseVertex
unless ARB_shader_draw_parameters is enabled, because it doesn't
actually exist in the language, and shouldn't be counted in the
GL_ACTIVE_RESOURCES query.

Fixes dEQP-GLES31.functional.program_interface_query.program_input.
resource_list.compute.empty, which expects gl_NumWorkGroups to appear
in the resource list.

v2: Delete more code

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 22:05:18 -07:00
Kenneth Graunke
6e8b9d5bdd glsl: Delete hack for VS system values.
This makes no sense.  If the stage being considered is the vertex
shader, then we'll add inputs and system values appropriately.

If we're not considering the vertex shader, then we absolutely should
not do anything with it.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 21:58:25 -07:00
Kenneth Graunke
47daf17da0 glsl: Make add_interface_variables only consider the appropriate stage.
add_interface_variables() is supposed to add variables for the inputs of
the first shader stage linked into a program, and the outputs of the
last shader stage linked into a program.

From the ARB_program_interface_query specification:

"* PROGRAM_INPUT corresponds to the set of active input variables used by
   the first shader stage of <program>.  If <program> includes multiple
   shader stages, input variables from any shader stage other than the
   first will not be enumerated.

 * PROGRAM_OUTPUT corresponds to the set of active output variables
   (section 2.14.11) used by the last shader stage of <program>.  If
   <program> includes multiple shader stages, output variables from any
   shader stage other than the last will not be enumerated."

Previously, we used build_stageref here, which walks over all linked
shaders in the program.  This meant that internal varyings would be
visible.  We don't actually need any of build_stageref's code: we
already explicitly skip packed varyings, handle modes, and the name
comparisons just do a fuzzy string comparison of name with itself.

Fixes two tests: dEQP-GLES31.functional.program_interface_query.
program_{input,output}.referenced_by.referenced_by_vertex_fragment.

These tests have a VS and FS linked together into a single program.
Both stages have an input called "shaderInput".  But the FS input
should not be visible because it isn't the first stage.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 21:58:25 -07:00
Kenneth Graunke
998ef1ad71 glsl: Clarify "mask" variable in add_interface_variables().
This is a bitfield of which stages refer to a variable.  It is not used
to mask off bits.  In fact, it's used to contribute additional bits.

Rename it and tidy a bit of the logic.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 21:58:25 -07:00
Kenneth Graunke
356c99b4e7 glsl: Pass stage to add_interface_variables().
add_interface_variables is supposed to add variables from either the
first or last stage of a linked shader.  But it has no way of knowing
the stage it's being asked to process, which makes it impossible to
produce correct stagerefs.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 21:58:25 -07:00
Kenneth Graunke
2c5afe1fa9 glsl: Make vertex ID lowering declare gl_BaseVertex as hidden.
If the GL_ARB_shader_draw_parameters extension is enabled, we'll already
have a gl_BaseVertex variable.  It will have var->how_declared set to
ir_var_declared_implicitly, and will appear in the program resource
list.

If not, we make one for internal use.  We don't want it to be listed
in the program resource list, as the application won't be expecting
it.  Marking it hidden will properly exclude it.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2016-04-01 21:58:22 -07:00